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Realistic single-player RPG set in the medieval Europe. Open-world sandbox with period accurate melee combat. Dungeons & no Dragons.

A first-person, open world, realistic RPG that will take you to Medieval Europe in a time of great upheaval and strife. A humble, young blacksmith loses everything to war. As he tries to fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save a kidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight, lurking in the shadows as a rogue, or using the bard’s charm to persuade people to your cause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, an award-winning designer from the Mafia series. Our unique, first-person combat system lets you wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this - and more - brought to life beautifully with next-gen visuals delivered via Cryengine.

Summary

  • Planned platforms: PC, Xbox One*, PS4*, Mac, Linux
  • Release date: Q4,  2015 on PC, Max and Linux
  • Approx. gameplay time: 30 hours (Act 1), 70+ hours (all 3 acts)
* Publishing on closed platforms is subject to approval by the platform holder. This can also influence release date there.
  • Non-linear story lets you choose between being a villain or a savior. Every quest can be solved in multiple ways.
  • A revolutionary combat systembased on inverse kinematics, the only one of its kind to offer a rich, authentic yet easy-to-control, first-person melee experience. Based on actual 15th century fighting techniques and designed in cooperation with medieval martial arts experts.
  • Improve your character. Different play styles - warrior, rogue or bard - can be mixed and matched as you see fit. You can develop your skills, earn new perks, and fine-tune your equipment.
  • Large realistic, medieval-themed, open world landscape covering 3.5 square miles and 30 hours of gameplay (in first act, out of 3 total).
  • Lead the charge in enormous, open field battles and sieges. You are no superhero. If you’re going to take on an army of enemies, you better find one of your own to back you up.
  • Take a trip through the Middle Ages: Traverse sprawling cities, magnificent castles, towering, dark forests, and muck-strewn villages.
  • Discover this huge world from horseback or on foot. If you can see it, you can visit it.
  • A dynamic world comes alive. Every inhabitant plays a role in their communities, and as night follows day, you can watch people work, help them when needed, or try to interfere in their routine and see what happens.
  • Build relationships with characters, become a criminal or a local hero, seduce local women, threaten your enemies or pardon vanquished opponents.
  • Create your own weapons, cook, brew up potions, or dig around for silver. All crafting occurs in-game, using clever mini-games, rather than boring, soulless menus.

You will not find any dragons, half-naked Elven warriors, or wizards in Kingdom Come: Deliverance. At no point will you have to collect seven pieces of a legendary magic staff to defeat an ancient evil bent on destroying the world with an army of demons. We think there are enough such games out there.

We want to bring you a strong story rooted in the height of the Middle Ages, brought to life in all its glory. So what is Kingdom Come: Deliverance? Think of it as Braveheart: The Game. Majestic castles, armored knights, large, open field battles, and political intrigue set in a vast, emergent world. We want to make the experience as authentic as possible – real-world locations, real castles that don’t look like something from Disneyland, period-accurate armors and costumes, combat and fencing systems designed in collaboration with the most knowledgeable, skillful swordsmen around, and a story based on actual, historic events.

All this, on a foundation built capably upon the solid game mechanics of a true, hardcore RPG – nonlinear quests with multiple solutions, branching dialogue choices with points of no return, several roles to play (warrior, bard, thief), a mountain of different stats, skills, perks, and ultimate character customization details (including 4 layers of clothing and armor in 16 equippable slots!), as well as alchemy and crafting professions, the need to sleep and eat to stay healthy…even food that goes bad if it sits in your inventory for too long!

We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade, the storytelling styles of The Witcher and Red Dead Redemption, and the tough combat dynamics of Dark Souls into a single, gorgeous package. You could say we’d like to give ArmA (a franchise many of us worked on) an RPG makeover, streamlining the systems and controls and polishing the overarching world while keeping the unique, genuine feeling of its action and environments. Interested?

 

 

 After seeing our trailer, you might ask: “why are we here? This is a big, expensive game that’s sure to cost a lot of money, right? Does no major publisher want it? This sounds suspicious.” The answer to those questions might surprise you.

Warhorse is a comparatively small studio. We now have about thirty people, and it took us more than eighteen months to develop what you've just seen. All this time, we’ve been funded by a private investor, to the tune of almost 1.5 million dollars in total. We hope the product you’ve seen reflects that.

Our plan was to develop a prototype, pitch it to publishers, and finish development with the subsequent money. We tried to do it that way (and you can read about our experiences on our blog), but in essence, even though everybody we met commended our work, praised our game’s visuals, and believed in our ability to deliver, negotiations would inevitably hit a dead end at the point where the publishers' marketing departments got involved. Why?

"Your game is too niche. There’s no magic. People want wizards and dragons."

We beg to differ. The response from players has always been great. We think gamers like history – look at the success of Total War, Assassin's Creed, Mount and Blade, and Red Dead Redemption. There is no medieval first-person RPG out there, but it does not necessarily follow that nobody wants one - only that there is no easy box for marketing to pigeonhole it in.

Our investor is strong and capable of funding the complete development of our project. But he does not follow the game industry very closely, and needs proof that publishers and marketers are wrong about our game - that you are indeed interested in a mature, medieval RPG that emphasizes freedom and authenticity. And so we stand, as a studio, at a crossroads. Either those naysayers are right, and there truly is no desire for the game we are making, or we are right. Either way, we think Kickstarter is a great way to find out.

The sum we are asking for is about ten percent of our total budget; for our investor, however, it is proof that there is real demand for the game, and that there is a point to keeping it funded. Every extra dollar will allow us to make the final product that much better because it means more money for development and more support from our investor.

Should our Kickstarter campaign fail, it will mean that we were wrong, that there is no interest to play a game with the atmosphere of Braveheart, and that we will have to start considering working on some mobile MMO, because that's where the money is these days (or so everybody tells us). We are, however, positive that our instincts are right.

So help us to make our vision a reality. Help us to make not the 176th free-to-play mobile RPG MMO Elven village-builder with DIAMONDS™, but to make the kind of unique, engaging experience we think you’d like to play

http://www.kickstarter.com/projects/1294225970/kingdom-come-deliverance



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